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Copy pathmain.cpp
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342 lines (282 loc) · 10.3 KB
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#include <cmath>
#include <cstring>
#include<string>
#include<iostream>
#include<glad/glad.h>
#include<GLFW/glfw3.h>
#include<stb/stb_image.h>
#include<glm/glm.hpp>
#include<glm/gtc/matrix_transform.hpp>
#include<glm/gtc/type_ptr.hpp>
#include"texture.h"
#include"shaderClass.h"
#include"VAO.h"
#include"VBO.h"
#include"EBO.h"
#include"Camera.h"
GLfloat triForceVertices[] ={
// COORDINATES / COLORS // tex or color: 1 = tex, 0 = color
-0.5f, -0.5f * float(sqrt(3)) * 1 / 3, 0.0f, 0.8f, 0.3f, 0.02f, 0.0f,
0.5f, -0.5f * float(sqrt(3)) * 1 / 3, 0.0f, 0.8f, 0.3f, 0.02f, 0.0f,
0.0f, 0.5f * float(sqrt(3)) * 2 / 3, 0.0f, 1.0f, 0.6f, 0.32f, 0.0f,
-0.25f, 0.5f * float(sqrt(3)) * 1 / 6, 0.0f, 0.9f, 0.45f, 0.17f, 0.0f,
0.25f, 0.5f * float(sqrt(3)) * 1 / 6, 0.0f, 0.9f, 0.45f, 0.17f, 0.0f,
0.0f, -0.5f * float(sqrt(3)) * 1 / 3, 0.0f, 0.8f, 0.3f, 0.02f, 0.0f
};
GLuint triForceIndices[] = {
0, 3, 5, // Lower left triangle
3, 2, 4, // Lower right triangle
5, 4, 1 // Upper triangle
};
GLfloat linkVertices[] ={
// COORDINATES / COLORS / TexCoord // tex or color: 1 = tex, 0 = color
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f
};
GLuint linkIndices[] ={
0, 2, 1, // Upper triangle
0, 3, 2 // Lower triangle
};
GLfloat pyramidVertices[] ={
// positions // colors
0.0f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f,
};
GLuint pyramidIndices[] = {
0, 1, 2, // front
0, 1, 3, // right
0, 3, 4, // back
0, 2, 4, // left
1, 2, 3, // bottom
2, 3, 4
};
GLfloat lightVertices[] =
{ // COORDINATES //
-0.1f, -0.1f, 0.1f,
-0.1f, -0.1f, -0.1f,
0.1f, -0.1f, -0.1f,
0.1f, -0.1f, 0.1f,
-0.1f, 0.1f, 0.1f,
-0.1f, 0.1f, -0.1f,
0.1f, 0.1f, -0.1f,
0.1f, 0.1f, 0.1f
};
GLuint lightIndices[] =
{
0, 1, 2,
0, 2, 3,
0, 4, 7,
0, 7, 3,
3, 7, 6,
3, 6, 2,
2, 6, 5,
2, 5, 1,
1, 5, 4,
1, 4, 0,
4, 5, 6,
4, 6, 7
};
GLfloat roomVertices[] = {
// Positions // Colors // Normals
// Floor
-1.0f, -1.0f, -1.0f, 0.3f, 0.15f, 0.05f, 0.0f, -1.0f, 0.0f,
1.0f, -1.0f, -1.0f, 0.3f, 0.15f, 0.05f, 0.0f, -1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.3f, 0.15f, 0.05f, 0.0f, -1.0f, 0.0f,
-1.0f, -1.0f, 1.0f, 0.3f, 0.15f, 0.05f, 0.0f, -1.0f, 0.0f,
// Ceiling
-1.0f, 1.0f, -1.0f, 0.3f, 0.15f, 0.05f, 0.0f, -1.0f, 0.0f,
1.0f, 1.0f, -1.0f, 0.3f, 0.15f, 0.05f, 0.0f, -1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 0.3f, 0.15f, 0.05f, 0.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 1.0f, 0.3f, 0.15f, 0.05f, 0.0f, -1.0f, 0.0f,
// Back Wall
-1.0f, -1.0f, -1.0f, 0.3f, 0.15f, 0.05f, 0.0f, 0.0f, -1.0f,
-1.0f, 1.0f, -1.0f, 0.3f, 0.15f, 0.05f, 0.0f, 0.0f, -1.0f,
1.0f, 1.0f, -1.0f, 0.3f, 0.15f, 0.05f, 0.0f, 0.0f, -1.0f,
1.0f, -1.0f, -1.0f, 0.3f, 0.15f, 0.05f, 0.0f, 0.0f, -1.0f,
// Left Wall
-1.0f, -1.0f, -1.0f, 0.3f, 0.15f, 0.05f, -1.0f, 0.0f, 0.0f,
-1.0f, -1.0f, 1.0f, 0.3f, 0.15f, 0.05f, -1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 1.0f, 0.3f, 0.15f, 0.05f, -1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, -1.0f, 0.3f, 0.15f, 0.05f, -1.0f, 0.0f, 0.0f,
// Right Wall
1.0f, -1.0f, -1.0f, 0.3f, 0.15f, 0.05f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.3f, 0.15f, 0.05f, -1.0f, 0.0f, 0.0f,
1.0f, 1.0f, 1.0f, 0.3f, 0.15f, 0.05f, -1.0f, 0.0f, 0.0f,
1.0f, 1.0f, -1.0f, 0.3f, 0.15f, 0.05f, -1.0f, 0.0f, 0.0f,
};
GLuint roomIndices[] = {
// Floor
0, 1, 2,
2, 3, 0,
// Ceiling
4, 5, 6,
6, 7, 4,
// Back Wall
8, 9, 10,
10, 11, 8,
// Left Wall
12, 13, 14,
14, 15, 12,
// Right Wall
16, 17, 18,
18, 19, 16
};
int main(){
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(800, 800, "OpenGL", NULL, NULL);
if (window == NULL){
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
gladLoadGL();
glViewport(0, 0, 800, 800);
Shader shaderProgram("../shaders/default.vert", "../shaders/default.frag");
// create Link
VAO VAO1;
VAO1.Bind();
VBO VBO1(linkVertices, sizeof(linkVertices));
EBO EBO1(linkIndices, sizeof(linkIndices));
VAO1.LinkAttrib(VBO1, 0, 3, GL_FLOAT, 9 * sizeof(float), (void*)0);
VAO1.LinkAttrib(VBO1, 1, 3, GL_FLOAT, 9 * sizeof(float), (void*)(3 * sizeof(float)));
VAO1.LinkAttrib(VBO1, 2, 2, GL_FLOAT, 9 * sizeof(float), (void*)(6 * sizeof(float)));
VAO1.LinkAttrib(VBO1, 3, 1, GL_FLOAT, 9 * sizeof(float), (void*)(8 * sizeof(float)));
// create Tri Force
VAO VAO2;
VAO2.Bind();
VBO VBO2(triForceVertices, sizeof(triForceVertices));
EBO EBO2(triForceIndices, sizeof(triForceIndices));
VAO2.LinkAttrib(VBO2, 0, 3, GL_FLOAT, 7 * sizeof(float), (void*)0);
VAO2.LinkAttrib(VBO2, 1, 3, GL_FLOAT, 7 * sizeof(float), (void*)(3 * sizeof(float)));
VAO2.LinkAttrib(VBO2, 3, 1, GL_FLOAT, 7 * sizeof(float), (void*)(6 * sizeof(float)));
// create pyramid
VAO VAO3;
VAO3.Bind();
VBO VBO3(pyramidVertices, sizeof(pyramidVertices));
EBO EBO3(pyramidIndices, sizeof(pyramidIndices));
VAO3.LinkAttrib(VBO3, 0, 3, GL_FLOAT, 6 * sizeof(float), (void*)0);
VAO3.LinkAttrib(VBO3, 1, 3, GL_FLOAT, 6 * sizeof(float), (void*)(3 * sizeof(float)));
// create room
VAO VAO4;
VAO4.Bind();
VBO VBO4(roomVertices, sizeof(roomVertices));
EBO EBO4(roomIndices, sizeof(roomIndices));
VAO4.LinkAttrib(VBO4, 0, 3, GL_FLOAT, 9 * sizeof(float), (void*)0);
VAO4.LinkAttrib(VBO4, 1, 3, GL_FLOAT, 9 * sizeof(float), (void*)(3 * sizeof(float)));
VAO4.LinkAttrib(VBO4, 4, 3, GL_FLOAT, 9 * sizeof(float), (void*)(6 * sizeof(float)));
VAO1.Unbind();
VBO1.Unbind();
EBO1.Unbind();
VAO2.Unbind();
VBO2.Unbind();
EBO2.Unbind();
VAO3.Unbind();
VBO3.Unbind();
EBO3.Unbind();
VAO4.Unbind();
VBO4.Unbind();
EBO4.Unbind();
// lighting
Shader lightShader("../shaders/light.vert", "../shaders/light.frag");
VAO lightVAO;
lightVAO.Bind();
VBO lightVBO(lightVertices, sizeof(lightVertices));
EBO lightEBO(lightIndices, sizeof(lightIndices));
lightVAO.LinkAttrib(lightVBO, 0, 3, GL_FLOAT, 3 * sizeof(float), (void*)0);
lightVAO.Unbind();
lightVBO.Unbind();
lightEBO.Unbind();
glm::vec4 lightColor = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
// Textures
const std::string path = "../link.png";
Texture link(&path[0], GL_TEXTURE_2D, GL_TEXTURE0, GL_RGBA, GL_UNSIGNED_BYTE);
link.texUnit(shaderProgram, "tex0", 0);
glEnable(GL_DEPTH_TEST);
Camera camera(800, 800, glm::vec3(0.0f, 0.0f, 6.0f));
while (!glfwWindowShouldClose(window)){
glClearColor(0.07f, 0.13f, 0.17f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// modify and draw light source
lightShader.Activate();
camera.Matrix(45.0f, 0.1f, 100.0f, lightShader, "camera");
lightVAO.Bind();
glm::mat4 lightModel = glm::mat4(1.0f);
lightModel = glm::rotate(lightModel, glm::radians(180.0f), glm::vec3(1.0f, 0.0f, 0.0f));
lightModel = glm::rotate(lightModel, glm::radians((float)glfwGetTime() * 50.0f), glm::vec3(0.0f, 1.0f, 0.0f));
lightModel = glm::translate(lightModel, glm::vec3(0.0f, 0.0f, 3.0f));
lightModel = glm::scale(lightModel, glm::vec3(1.20f, 1.20f, 1.20f));
glUniformMatrix4fv(glGetUniformLocation(lightShader.ID, "model"), 1, GL_FALSE, glm::value_ptr(lightModel));
glUniform4f(glGetUniformLocation(lightShader.ID, "lightColor"), lightColor.x, lightColor.y, lightColor.z, lightColor.w);
glDrawElements(GL_TRIANGLES, sizeof(lightIndices) / sizeof(int), GL_UNSIGNED_INT, 0);
glm::vec3 lightPos = glm::vec3(lightModel[3]);
shaderProgram.Activate();
glUniform4f(glGetUniformLocation(shaderProgram.ID, "lightColor"), lightColor.x, lightColor.y, lightColor.z, lightColor.w);
glUniform3f(glGetUniformLocation(shaderProgram.ID, "lightPos"), lightPos.x, lightPos.y, lightPos.z);
// Handles camera inputs
camera.Inputs(window);
// Updates and exports the camera matrix to the Vertex Shader
camera.Matrix(45.0f, 0.1f, 100.0f, shaderProgram, "camera");
float rotation = 0.0f;
float width = 800.0f;
float height = 800.0f;
glm::mat4 model = glm::mat4(1.0f);
int modelLoc = glGetUniformLocation(shaderProgram.ID, "model");
int opacityLoc = glGetUniformLocation(shaderProgram.ID, "opacity");
// modify and draw Link
link.Bind();
VAO1.Bind();
model = glm::translate(model, glm::vec3(0.0f, 0.1f, 0.0f));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// modify and draw Tri Force
VAO2.Bind();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(0.0f, -0.06f, 0.1f));
model = glm::scale(model, glm::vec3(0.9f, 1.1f, 1.0f));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniform1f(opacityLoc, 0.15f);
glDrawElements(GL_TRIANGLES, 9, GL_UNSIGNED_INT, 0);
glDisable(GL_BLEND);
// modify and draw pyramid
VAO3.Bind();
model = glm::mat4(1.0f);
model = glm::rotate(model, glm::radians(180.0f), glm::vec3(1.0f, 0.0f, 0.0f));
model = glm::rotate(model, glm::radians((float)glfwGetTime() * 50.0f), glm::vec3(0.0f, 1.0f, 0.0f));
model = glm::translate(model, glm::vec3(0.0f, 0.05f, 1.0f));
model = glm::scale(model, glm::vec3(0.20f, 0.20f, 0.20f));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniform1f(opacityLoc, 0.15f);
glDrawElements(GL_TRIANGLES, sizeof(pyramidIndices) / sizeof(GLuint), GL_UNSIGNED_INT, 0);
// modify and draw room
VAO4.Bind();
model = glm::mat4(1.0f);
model = glm::scale(model, glm::vec3(1.2f, 1.2f, 1.2f));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniform1f(opacityLoc, 1.0f);
glDrawElements(GL_TRIANGLES, sizeof(roomIndices) / sizeof(GLuint), GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
VAO1.Delete();
VBO1.Delete();
EBO1.Delete();
VAO2.Delete();
VBO2.Delete();
EBO2.Delete();
link.Delete();
shaderProgram.Delete();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}